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Gamification Education Market is set for a Potential Growth Worldwide

04-03-2024 06:17 AM CET | IT, New Media & Software

Press release from: Market Data Forecast

Gamification Education Market is set for a Potential Growth

According to the latest research report published by Market Data Forecast, the size of the global gamification education market to predicted to grow from USD 1.14 billion in 2024 to USD 5.4 billion by 2029, growing at a CAGR of 36.4% from 2024 to 2029.

Gamification is the use of game-based elements in education, such as score tables, peer competition, point systems, and teamwork, to improve student engagement, facilitate the assimilation of new knowledge, and assess comprehension. Gamification can be utilised in academic subjects, but it's also widely applied in self-teaching applications and courses, showing that its benefits don't stop when a pupil turns into an adult.

Global Gamification Education Market Report Scope:
• Market Size (2029): USD 5.4 Billion
• Market Size (2023): USD 1.14 Billion
• CAGR (2024 to 2029): 36.4%
• Base Year: 2023
• Forecast Period: 2024 to 2029
• Segments Analysed: By Component, Delivery Mode, End-User and Region
• Geographies Covered: North America, Europe, APAC, Latin America, and Middle East & Africa
• Key Market Players Profiled: Kahoot, Classcraft, Duolingo, Prodigy, Socrative, Minecraft Education Edition, Quizziz, Education Perfect, GooseChase, Nearpod, and others.

Market Drivers:

The market share of AR and VR technology has expanded recently due to the gamification of education and its growing popularity in that sector. Global education will also look different if gamification is implemented in the education sector through the use of augmented and virtual reality. Thus, gamification plus immersive experience equals more engagement and better knowledge transfer.
Though they are still in their early stages, AR, VR, and immersive technologies have gained popularity recently. Digital learning has advanced significantly during the pandemic and is expected to become a crucial component of the educational system. Gamification of augmented and virtual reality gives students more control over their learning process and introduces healthy competition into their at-home learning environment.
In addition, the need for gamification in the education sector has increased due to the expanding acceptance of digital learning. Additionally, the proliferation of online resources, smartphone apps, and educational software has enabled teachers to easily include gamified components in their lesson plans. This technology integration creates a dynamic and interactive learning environment in addition to increasing engagement.

Market Restraints:

The primary obstacle is an absence of information and comprehension among educators regarding gamification strategies and their efficient application. Implementing gamification is sometimes viewed as being hindered by a lack of preparation time and inappropriate class arrangements for activities including games.
Game development takes longer than traditional instructional design because gamification adds demands to every stage of the design process. It covers everything from storyboarding to developing, executing, and testing the course to explaining the concept to project stakeholders. Therefore, a large time investment has an effect on the project's overall budget.
Moreover, gamification education technology is made more expensive by the addition of game resources like music and sound effects, stock content like images and videos, and even original animations and visuals, which hinders the technology's ability to expand the market. Furthermore, as time passes and people lose interest in the learning technology, the games become antiquated, the technology's market expansion becomes challenging.
Incorporating gamification into the curriculum is also difficult because there isn't a single, well-suited design or template for all eLearning ideas.

Browse full details of the report @ https://www.marketdataforecast.com/market-reports/gamification-education-market

Key Insights from The Report:
• Based on Component, the Solution segment led the market and accounted for a large share of the global market in 2023.
• Based on End-User, the Academic segment captured the largest share of the global market in 2023.
• Based on Deployment Mode, On-premise is anticipated to dominate the market during the forecast period in 2023.
• North America dominated the smart building market in 2023. Europe accounted for the second-highest share of the global market in 2023, and the Asia-Pacific region is estimated to grow over the forecast period.

SEGMENTATION INCLUDED IN THIS REPORT:

By Component:
• Solutions
• Cloud computing
• Big data
• Analytics
• Mobility
• Disruptive technologies
• Social media
• Services

By End-User:
• Academic
• K12
• Higher education
• Corporate Training
• SMEs
• Large enterprises

By Deployment Mode:
• Cloud
• On-premise

By Region:
• North America
• Europe
• Asia-Pacific
• Middle East & Africa
• Latin America

TABLE OF CONTENTS:

1. Introduction
1.1 Market Definition
1.2 Scope of the report
1.3 Study Assumptions
1.4 Base Currency, Base Year, and Forecast Periods

2. Research Methodology
2.1 Analysis Design
2.2 Research Phases
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Data Modelling
2.2.4 Expert Validation
2.3 Study Timeline

3. Report Overview
3.1 Executive Summary
3.2 Key Inferences

4. Market Dynamics
4.1 Impact Analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.2 Regulatory Environment
4.3 Technology Timeline & Recent Trends

5. Competitor Benchmarking Analysis
5.1 Key Player Benchmarking
5.1.1 Market Share Analysis
5.1.2 Products/Service
5.1.3 Regional Presence
5.2 Mergers & Acquisition Landscape
5.3 Joint Ventures & Collaborations

6. Market Segmentation
6.1 Gamification Education Market, By Component
6.1.1 Solutions
6.1.2 Services
6.1.3 Market Size Estimations & Forecasts (2024 to 2029)
6.1.4 Y-o-Y Growth Rate Analysis
6.1.5 Market Attractiveness Index
6.2 Gamification Education Market, End-user
6.2.1 Academic
6.2.2 Corporate Training
6.2.3 Market Size Estimations & Forecasts (2024 to 2029)
6.2.4 Y-o-Y Growth Rate Analysis
6.2.5 Market Attractiveness Index
6.3 Gamification Education Market, By Deployment Mode
6.3.1 Cloud
6.3.2 On-premise
6.3.3 Market Size Estimations & Forecasts (2024 to 2029)
6.3.4 Y-o-Y Growth Rate Analysis
6.3.5 Market Attractiveness Index

7. Geographical Landscape
7.1 Global Gamification Education Market, by Region
7.2 North America - Market Analysis (2024 to 2029)
7.2.1 By Country
7.2.1.1 USA
7.2.1.2 Canada
7.2.2 By Component
7.2.3 End-user
7.2.4 By Deployment Mode
7.3 Europe
7.3.1 By Country
7.3.1.1 UK
7.3.1.2 France
7.3.1.3 Germany
7.3.1.4 Spain
7.3.1.5 Italy
7.3.1.6 Rest of Europe
7.3.2 By Component
7.3.3 End-user
7.3.4 By Deployment Mode
7.4 Asia Pacific
7.4.1 By Country
7.4.1.1 China
7.4.1.2 India
7.4.1.3 japan
7.4.1.4 South Korea
7.4.1.5 South East Asia
7.4.1.6 Australia & NZ
7.4.1.7 Rest of Asia-Pacific
7.4.2 By Component
7.4.3 End-user
7.4.4 By Deployment Mode
7.5 Latin America
7.5.1 By Country
7.5.1.1 brazil
7.5.1.2 Argentina
7.5.1.3 Mexico
7.5.1.4 Rest of Latin America
7.5.2 By Component
7.5.3 End-user
7.5.4 By Deployment Mode
7.6 Middle East and Africa
7.6.1 By Country
7.6.1.1 Middle East
7.6.1.2 Africa
7.6.2 By Component
7.6.3 End-user
7.6.4 By Deployment Mode

8. Key Player Analysis
8.1 Kahoot
8.1.1 Business Description
8.1.2 Products/Service
8.1.3 Financials
8.1.4 SWOT Analysis
8.1.5 Recent Developments
8.1.6 Analyst Overview
8.2 Classcraft
8.3 Duolingo
8.4 Prodigy
8.5 Socrative
8.6 Minecraft Education Edition
8.7 Quizziz
8.8 Education Perfect
8.9 GooseChase
8.10 Nearpod

9. Market Outlook & Investment Opportunities

10. Appendix
List of Tables
List of Figure

About Us:
Market Data Forecast is a firm working in the areas of market research, business intelligence and consulting. We have rich experience in research and consulting for various business domains to cater to the needs of both individual and corporate clients.

Contact Us:
Market Data Forecast
www.marketdataforecast.com
Phone: +1-888-702-9626
Email: sales@marketdataforecast.com
5th Floor, Trendz Pride, Patrika Nagar Rd Number 1, HUDA Techno Enclave, HITEC City, Hyderabad, Telangana 500081, India

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